Traps

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Sunrise Samurai
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Traps

Post by Sunrise Samurai » Fri Oct 06, 2017 5:01 pm

Could we have at least one trap for each race, similar to caltrops/mines in AoWW? I'm thinking these would work best:

Humans: spikes, 2 cost, 10 damage when stepped on.

Orcs: goblin land mine, 3 cost sets off in an area of radius 2, 6 damage.

Elves: entangling vines, slows and damages the enemy. Acts like a bridge for allies, who can step on it, be seen, but not crush it or set it off. 3 cost, 5 damage + slow.

Undead: cursed ground, causes fear in aoe 3, but deals no damage. Like elf trap, it can be stepped on like a bridge without harm. 4 cost

I'm hoping the settings for allowing 1 capacity along with reveal carried unit (the settings for making a bridge work), combined with the trap being stealthed, should result in the appearance of a unit walking on an empty space without hiding the unit or revealing the trap, at least as far as an enemy can see.
Last edited by Sunrise Samurai on Sat Nov 04, 2017 7:25 pm, edited 2 times in total.
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Lawrence
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Re: Traps

Post by Lawrence » Fri Nov 03, 2017 7:49 am

I think spikes are more fantasy than caltrops, but it is a really nice idea!
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LordOfAles
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Re: Traps

Post by LordOfAles » Sat Nov 04, 2017 6:14 pm

Humans: Can we rename them to spikes? Damage 10?
Orcs: Range 2, Damage 6 because it can damage multiple units?
Elves: Slowness, 5 damage?
Undead: How about range 3, fear?
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Sunrise Samurai
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Re: Traps

Post by Sunrise Samurai » Sat Nov 04, 2017 6:36 pm

Sounds good. Fear probably does work much better than curse anyway for undead. Those lol damage values sound about right too.
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Re: Traps

Post by LordOfAles » Sat Nov 04, 2017 6:40 pm

Good, update the first post so we can easier track this thing
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Sunrise Samurai
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Re: Traps

Post by Sunrise Samurai » Sat Nov 04, 2017 6:53 pm

Fixed
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LordOfAles
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Re: Traps

Post by LordOfAles » Sat Nov 04, 2017 6:56 pm

Goblin land mine cost 3
Human spikes cost 2 (10 dmg after all)
Elvish entangling wines 3 cost
Undead cursed ground 4 cost
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Sunrise Samurai
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Re: Traps

Post by Sunrise Samurai » Sat Nov 04, 2017 7:26 pm

Right. They do need cost specified. Edited.
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Re: Traps

Post by LordOfAles » Sat Nov 04, 2017 7:29 pm

Great! Now we just need some images and this will be ready for voting!
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Lawrence
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Re: Traps

Post by Lawrence » Mon Nov 06, 2017 9:44 am

I will try to make the textures! :D
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Lawrence
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Re: Traps

Post by Lawrence » Wed Nov 08, 2017 9:22 am

Building sites must me invisible for enemies and destroyed when stepped on
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Alexander82
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Re: Traps

Post by Alexander82 » Wed Nov 08, 2017 11:28 am

I'm not a great fan to be honest for some reasons:
Humans: spikes, 2 cost, 10 damage when stepped on.
Humans can simply use workers for catapults or towers. I wouldn't bother building a one time trap that just deal 10 damages
Orcs: goblin land mine, 3 cost sets off in an area of radius 2, 6 damage.
Spending 3 turns to build a trap that deal 6 damage in a area when you can build a tower to shelter your troops and deal 15 damage in the same area doesn't make much sense imho. Also how should that work? If a unit trigger the trap is not going to hit other units other than near units that are already there (probably your own units). So this is totally useless if not dangerous for your units

Elves: entangling vines, slows and damages the enemy. Acts like a bridge for allies, who can step on it, be seen, but not crush it or set it off. 3 cost, 5 damage + slow.
This is a great trap. damage+bridge +slow is like winning the lottery. Really too much compared to other traps
Undead: cursed ground, causes fear in aoe 3, but deals no damage. Like elf trap, it can be stepped on like a bridge without harm. 4 cost
4 cost for a single time fear is not a viable option when i can build , I don't know, a bone golem that is actually more useful and leaves back a corpse
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Sunrise Samurai
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Re: Traps

Post by Sunrise Samurai » Wed Nov 08, 2017 11:46 am

I think you misunderstood the bridge phrase. I meant you could build it on land, and walk on it without setting it off or revealing it.

Anyway, I understand your point. Maybe this should be a summoning thing with a specific unit to summon traps, rather than workers. Obviously, that would probably require vanishing.
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LordOfAles
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Re: Traps

Post by LordOfAles » Wed Nov 08, 2017 11:50 am

They are supposed to be built in forest lol, the place where you cant build towers ;)
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Lawrence
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Re: Traps

Post by Lawrence » Wed Nov 08, 2017 4:12 pm

Lawrence wrote:I will try to make the textures! :D
I will edit the textures here:
Attachments
TrapHuman.png
I am not good in shading :-(
TrapHuman.png (229 Bytes) Viewed 3773 times
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Alexander82
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Re: Traps

Post by Alexander82 » Wed Nov 08, 2017 6:14 pm

I wouldn't make a new specific unit with the purpose of building traps only but simply will try to make traps that is worth building.

Anyway since we are always voting by race I suggest to open 4 separate topics so if you want a specific trap in game for a particular race (e.g. the elven one concept is a good addition for the race since stopping an enemy movement is good for an army based on ranged) you can vote it in the normal votes.

There is no need to make one for every race when they are voted separately.
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General Brave
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Re: Traps

Post by General Brave » Fri Jul 27, 2018 1:16 am

How about traps.
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Gral.Sturnn
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Re: Traps

Post by Gral.Sturnn » Fri Jul 27, 2018 5:34 am

There shokd be for aos 2
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Lynx Shafir
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Re: Traps

Post by Lynx Shafir » Fri Jul 27, 2018 5:42 am

Scalefolk got poison pit so every race needs at least one.
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General Brave
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Re: Traps

Post by General Brave » Fri Jul 27, 2018 5:43 am

Then what kind of traps?
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Tankhead
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Re: Traps

Post by Tankhead » Fri Jul 27, 2018 5:48 am

Im not with it simply cause i can't see AI handling the traps well. But if they can handle it im down for it
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General Brave
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Re: Traps

Post by General Brave » Fri Jul 27, 2018 5:54 am

Maybe I could tell Stratego (Dev) to make a area of trap building, but how far?
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Tankhead
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Re: Traps

Post by Tankhead » Fri Jul 27, 2018 5:58 am

Hnmmm unsure. I pretty much see traps as another set of defense along with towers to protect towns.
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General Brave
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Re: Traps

Post by General Brave » Fri Jul 27, 2018 6:02 am

So factories, then Towers, then traps.
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Tankhead
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Re: Traps

Post by Tankhead » Fri Jul 27, 2018 6:03 am

Yea sounds good, are their limits to these traps?
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General Brave
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Re: Traps

Post by General Brave » Fri Jul 27, 2018 6:15 am

what do you mean limits?
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Tankhead
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Re: Traps

Post by Tankhead » Fri Jul 27, 2018 6:17 am

The amount you can put or are these unlimited?
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Lynx Shafir
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Re: Traps

Post by Lynx Shafir » Fri Jul 27, 2018 6:18 am

I think it should not be limited by other nearby buildings -
But put everywhere, in forests too where can't built buildings.
1)to evident to hide, and is more complicated with Aura than a wall like"building"(no limit in number - cos eniway takes time to built)
2)Carfully where to put.. They can't be stepped on and block the movement of slow units like catapult, Ent.

Also adding neutral traps would be fun.
Eg vortex - damages ships in the water.
Last edited by Lynx Shafir on Fri Jul 27, 2018 12:40 pm, edited 2 times in total.
Thy gave me a sword to pierce a lie,
Serrated edge for the deamon inside
A moment I'm torn between two tides,
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Gral.Sturnn
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Re: Traps

Post by Gral.Sturnn » Fri Jul 27, 2018 6:21 am

Add some to aos
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General Brave
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Re: Traps

Post by General Brave » Fri Jul 27, 2018 6:24 am

It does work as neutral traps, I tested it. Just putting in the map editor and see.
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